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W. G. POWERS GAME APPARATUS Sept. 17, 1963 2 Sheets-Sheet l Filed April '7. 1960 I Qn A@ n IN V EN TOR Mfsm/ 6.' Pmi/Ps l if TF/Vr Sept. 17, 1963 w. G. POWERS 3,104,107

GAME APPARATUS Filed April 7. 1960 2 Sheets-Sheet 2 awr | I: m/Iwz'r 454,055 06H7 76 L maf@ m75@ m45? .96 L0 o o 94 `JO O (D /55 2 Vif ff" I (5 I f/) W15/EI? rv I IN VEN TOR. Wffaff 6. )Dan/Eef BY United States Patent M 3,164,107 GAME APPARATUS Wesley Grayson Powers, 1732 E. Mountain St., Pasadena, Calif. Filed Apr. r`l, 1960, Ser. No. 20,677 9 Claims. (Cl. 273-138) This invention relates to a game of chance and, more particularly, is concerned with an electrically controlled game for automatically selecting a winner from ,a group of participants.

It is well known to promote various legitimate business retailing activities by giving away prizes to cutomers. For example, people purchasing tickets and attending a particular function may be given a chance to Win a door prize as an added inducement to participate in the function.

The present invention is directed to an electrically controlled arrangement by which a winner is automatically selected from among a group of participants. The present invention has particular application to situations wherein the number of participants may vary in number over a Wide range for any one game and the number of participants is continually changing so that a continuous sequence of games may be required, each with a separate winner. Thus the game is arranged to note immediately the entrance of additional participants into the game and to periodically declare a Winner from among the participants of the game at intervals of time determined by the number of participants in the game.

ln brief, the electrically controlled game of the present invention includes means for cyclically and successively energizing a group of number indicators. Means is provided for indicating which of the group of numbers represented by the indicators have been selected by participants in the game. Timing means is provided for interrupting the cyclical energizing of the group of number indicators. Means responsive to the timing means and the participant indicating means is operated to select a winner when the timing means interrupts the cyclical energizing of the number indicators. The timing means is responsive to means for increasing the time interval automatically with an increase in the number of participants in the game.

For a more complete understanding of the invention, reference should be had to the accompanying drawings, wherein:

FiG. l is a schematic circuit diagram of one embodiment of the invention;

FIG. 2 is a schematic diagram of a modification which can be applied to the circuit of FIG. l; and

FIG. 3 is an alternative embodiment of the invention.

One application of the game which is of particular interest is shown by the circuit of FlG. l. This circuit is arranged to declare a winner at varying timeintervals from among the users of a group of Washing machines in a self-service laundry, more commonly referred to as a Laundromat In this arrangement, each person using a coin-operated washing machine automatically becomes a participant in the game and remains a participant in the game as long as he is using a Washing machine. A circuit arrangement is provided by which the Washing machines are continuously scanned in a predetermined sequence to determine which machines are in operation and to provide a visual indication on a display panel in the same scanning sequence. At the end of a time interval determined by the number of participants in the game the scanning operation is stopped and a winner is declared if the scanning operation stops on aimachine which is being used. If the machine is not in use, no winner is declared. A winner may be awarded a prize, such as a Patented Sept. 17, 1963 ICC 2 cash rebate or a certificate entitling him to a free wash or the like.

Considering the circuit of FIG. l in detail, the numeral lli indicates a group of washing machines, only three of which are shown by way of example. It will be understood that any number of machines may be involved, and the invention is not limited to use in connection with washing machines but has applicationto many other types of operation. Each machine is individually controlled from an A.C. power source through an associated coin box such as indicated at l2. The coin boxes are arranged in conventional fashion to complete a circuit to the associated washing machine when the proper coins are deposited in the box.

For the purpose of the game, a transformer is connected across the supply leads from the coin box to the Washing machine, three such transformers being indicated at 14, 16 and `llS, respectively. Each washing machine that is in operation provides an A.C. voltage across the secondary of the associated transformer. One side of the secondaries of the transformers 14, 16 and 18 are connected through a common lead to one side of the coil of a relay 2i), the other end of the relay coil being returned to ground. The other end of each of the transformer secondaries is connected to an associated indicator lamp, such as indicated at 22, 24 and 26, respectively. Each ,of the lamps in turn is connected back to an associated contact or one switch bank 27 of a stepping switch indicated generally at 28. The switch bank 27 includes a Contact arm 3G connected to ground reference, the contact arm 3% being progressively brought into contact with each of a series of contact terminals 32. While only three contacts terminals are shown, it will'be understood that 4there is one contact terminal for each indicator lamp, i.e., one for each washing machine involved in the installation. 1

The stepping switch 28 is of a conventional type in which the contact arms are stepped by a stepping coil, such as indicated at y3d, in response to an energizing current applied to the stepping coil. It will be seen that for each position of the contact arm 30, a circuit is completed through one of the indicator lamps and the secondary of one of the transformers. If the associated Washing machine is in operation, the voltage across the secondary of the transformer Will cause the associated indicator lamp to be lit.

The indicator lamps are arranged in a panel 35 which is visible to the participants or users of the washing machines. Each washing machine has a number, which number is displayed on the panel in a manner so as t0 be associated with the particular indicator lamp. Thus, by observing the panel, the participants can tell which machines are in operation, and therefore can observe the scanning sequence of the washing machines and also determine the number of participants in the game.

A second group of indicator lamps is preferably provided, such as indicated at 36, 33 and 40, associated with the same panel as the indicator lamps 22, 24 and 26. The function of these lamps is to indicate which 'Washing machines are not in operation. For this purpose, the indicator lamps 36, 33 and dit may lbe made, for example, to produce a red indication in contrast to a white indication of the lamps 22, 24 and 26. Each of the lamps 36, 38 and 40 is connected through -a common lead to one side of a normally open relay switch 42 controlled by the relay 20. The switch `42 connects the common lead to one side of the secondary winding of a transformer 44, lthe other end of the secondary being returned to ground. Each of the indicator lamps 36, 3S and ad is respectively connected to one of the contacts of a second switching bank of the stepping switch 23. The second bank includes a switching arm 46 which is advanced to the various contacts i8 by the stepping coil 3d. The switching arm 46 in turn is connected to ground potential. Thus, when the relay 28 is not actuated, a circuit is completed from the secondary of the transformer 44 through one of the second group or red group of indicator lamps. Since the relay 26 is energized Whenever a circuit is completed through one of the energized transformers 14, 16 or i8, it will be seen that one or the other of a pair of white and red lamps associated with each machine is lit, depending upon whether or not the machine is in operation. Thus the panel positively indicates which machines are in operation and which machines are not.

The stepping switch 2.8 is continuously stepped in response to a play timer Si). The timer 59 is preferably an A.C. operated timer such as described in detail in the book, Theory and Application of Industrial Electronics, by Cage, McGraw-Hill Publishing Co., 1951, pages l47-l49. The timer includes a thyratron and is arranged to complete an energizing circuit through the stepping relay coil 34 by firing of the thyratron after a predetermined delay interval following the closing of an initiating switch. ln this particular application, the initiating switch is incorporated as a normally closed switch 52 controlled by the relay coil 34. The timer is energized from an A.C. source through a normally closed relay operated switch 54. By this arrangement, the play timer 50, as long as the switch ft is closed, advances the stepping switch periodically at intervals determined by the time delay of the timer.

The game is terminated and a possible winner declared after a variable .time duration determined by a game timer indicated at 56. The game timer circuit 56 is identical to the timer 50, except for the control time interval involved. The game timer 56 operates to energize a relay coil 58 for actuating the switch 54. The initiating switch for the game timer is a thermally operated switch indicated generally at 6i). Thermally operated switch 60 includes a thermal heating unit 62 connected across the A.C. power source by a normally open contact 64 of the relay 58. The thermal switch 60 includes a pair of normally closed contacts indicated at 66 which, when closed, initiate the game timer 56. Thus, after a period of time determined by the time constant of the game timer 56, the relay 58 is energized, closing the contact 64 vand causing the thermal unit `62 to begin heating the thermal switch 60. After a period of time, the contacts 66 are opened, the game timer is reset, and the relay 58 is de-energized. During the time the relay is energized, as determined by the thermal delay of the switch 60, the play timer is interrupted by the opening of the switch 54.

The relay 58 also operates a normally open switch 68 which connects ground to one side of two lamps 7i) and 72. The two lamps in turn are respectively connected to the normally open and normally closed contacts of the relay operated switch 42. Thus, when the relay S8 is energized, one or the other of the lights 7G and 72 is energized yfrom the transformer 44, depending upon the condition of the relay 2t). The lamp 70 is designated Winner, while the lamp 72 is designated No Winner. The lamp 7i) is lit, declaring a winner at the end of the game interval as set by the game timer 56 only if the stepping switch has stopped at a contact associated with a washing machine which is in operation. if the stepping switch has selected a washing machine that is not in operation, the No. Winner lamp 72 is lit at the end of the game time. After a delayed time `determined by the thermal switch 69, a new game is automatically commenced by the starting of a new timing interval by the game timer 56.

One of the features of the present invention is that the game time is automatically extended as the number .of participants increases. In this way, the odds of a winner being declared by the game can be maintained substantially the same regardless of the percentage participating in the game. Obviously, if the game time were not increased, there would be a one hundred percent chance of a winner being declared at the end of a game if all machines were in use, whereas, there would be only one chance in N of a winner being declared where only one of N machines was in use.

To extend the length of a game, an integrating circuit is provided which samples the frequency with which the relay 2t) is operated. Thus the normally open contact of the switch 42 is connected back to ground through a rectifying diode 74 and potentiometer 76. The resulting D,C. voltage across the potentiometer 76 which results when the relay 2i) is closed or energized is tapped olf and applied across the large Storage capacitor '73. The voltage across the storage capacitor iti is applied to the grid ofthe timing tube in the game timer 56 through a thermionic diode Si) having a high back impedance. The diode .Sd provides a high impedance leakage path for the storage capacitor 75 so that it assumes a charge level determined by the setting of the potentiometer and the frequency at which it is recharged by the closing of the relay 2th.

The diode 74 is polarized such that normally a negative potential develops on the storage capacitor 78, thus tending to delay the firing of the thyratron tube in the game timer 56. The magnitude of this negative bias voltage is a function of the frequency with which the relay 2d is energized. Thus the more participants in the game and the more frequently the relay 2t) is energized, the larger negative bias is applied to the game timer 56 and the longer the time interval required for the game timer to actuate the relay 58. For example, the game timer 56 may be arranged to provide a minimum game time of twenty minutes, with only one or two participants in the the game, and may be extended to one hour or longer where substantially all the washing machines are in use.

FG. 3 shows a modification in which the sequence in which the washing machine numbers 'are scanned is automatically changed after each winning game. In this case, a stepping switch 28' replaces the switch 28 of FIG. l. The switch 2S includes several pairs of banks for completing circuits to the white and red panel lights in several diierent sequences. These pairs of banks in turn are selectively connected back to ground reference by a second stepping switch indicated at 29 having a pair of banks 3l controlled by a stepping coil 33. The stepping coil 33 may be connected across the Winner light 79 of FIG. l. Thus, after each winning game, the stepping switch is advanced to connect a new pair of switch banks in the stepping switch 28 so as to alter the sequence in which the panel lights are lit.

Thus it will be seen that if the switch banks 31 connect ground to the top pair of switch banks of the stepping switch `28', the three output leads to the white panel lights 22, 24 and 26 and the three output leads to the red panel lights 36, 38 and 40 are connected to ground in a lirst sequence by the stepping of the switch 23', eg., lights 22, 24 and 26 in that order. With the second bank of switches grounded through the switch banks 31 of the stepping switch 29', which occurs when the stepping switch is advanced with the -lighting of the Winner lamp 70, the tnree output leads to 'the white panel lights and `the three leads to the red panel lights are grounded in a different sequence by the stepping switch 28', e.g., lights 24, 26 and 22 in that order. The bottom banks of switches in the stepping switch 2S' similarly change the order again, e.g., lights 26, 24 and 22 in that order as shown in FIG. 3.

The electrical game of FIG. l can be used in many other ways. For example, it might be used to declare a winner among purchasers in a store, such as a supermarket. Rather than the participants being entered in the `game by Virtue of washing machines that are in use, the a-rrangement of FIG. 2 might be employed. The transformers 14', 16 and 18 are identical to the transformers i4, 16 and 18 of FIG. 1. However, an A.C. source is selectively connected to the primaries of these transfonmers by timers, such as indicated at 82, 84 and 86. These timers, which may be similar to the timers 56 and 56 of FIG. 1, are arranged to operate normally open switches 88, 90 and 92, respectively, in series with the primaries of the transformers 14', 16 and 18. The initiation switches of the timers are operated by pushbuttons, such as indicated at 94. As a customer passes through the turnstile, he operates the push-button on one of the timers. A light 96 then lights up, indicating that the timer has `been put into operation. At the same time, a mechanism associated With the timer ejects a numbered ticket at the top of the timer, such as indicated at 98. The customer retains this ticket which has his number on it, and also a stamp of the time that he entered the supermarket.

The timer S2 is arranged to energize the associated transformer for some predetermined period of time which is consistent with the average time a customer is in the store; for example, a half hour. During this period of time, the timer 82 maintains the customer as a participant in the game. At the end of a half hour, the timer automatically removes the customer as a participant in the game. Another customer is then free to actuate the same timer and receive a ticket. Only the ticket which bears the correct number and which bears a timed stamp within a halt hour of the declaration of a winner by the game .is eligible to claim the prize. The game circuit is otherwise identical to that described above in connection with FIG. 1.

What is claimed is:

1. An electrically controlled game comprising means for cyclically and ysuccessively energizing a group of number indicators, means for indicating which of the group of numbers has been selected by participants in the game, timing means for interrupting the cyclical energizing of the group of numbers at timed intervals, means responsive to the timing means and the participant indicating means for indicating a winner when the timing means interrupts the cyclical means on a number which has been selected by `a participant, and means for increasing the timed interval produced by the timing means 4in response to an increase in the number of participants.

2. A game device for selecting a winner from a group of participants comprising means for successively scanning a plurality of numbered circuits according to a predetermined sequence, timing means for interrupting the scanning means at timed intervals, means controlled by the participants for selectively activating a group of said numbered circuits, each participant having an identifying number, and means controlled by the timing means for indicating a winning participant in response to the coincident selection by the participant and interruption of the scanning means on a particular number circuit.

3. A game comprising a plurality of parallel circuits, means controlled by participants in the game for connecting any number of selected ones of the circuits toy a source of electricity, scanning means for completing current paths sequentially through each of the selected parallel circuits, whereby current flows in each of the selected parallel circuits from the source of electricity during the scanning operation, an indicator, a time delay device for producing a .signal a `delayed interval after the scanning means :is started at the stant of the game, and coincidence means responsive to the tim-ing device signal and the completed current path of the scanning means for actuating the indicator when the scanning device completes a circuit through a selected parallel circuit at the termina- `tion of the time delay interval.

4. Apparatus as defined in claim 3 further including means responsive to the coincidence means for altering the scanning sequence of the parallel circuits by the scanning means each time the indicator is actuated by said `coincidence means.

5. Apparatus as dened in claim 3 further including means responsive to the number of parallel circuits selected rby said participant-controlled selecting means for increasing the time interval of the time delay means as the number of selected parallel circuits increases.

6. A game circuit comprising a stepping switch, a plurality oi' parallel circuits, means for connecting a source of electrical energy in lseries with any number of selected ones of the parallel circuits, a relay having a normally open switch, the stepping switch connecting the relay successively across each of the parallel circuits, whereby the relay is energized whenever it is connected across a parallel circuit in which the energy source is connected, an indicator connected in series with the normally open switch, and a timing device for periodically connecting a source of electrical energy across the indicator and series switch, whereby the indicator is energized by the simultaneous energizing of the relay and operation of the timing device.

7. Apparatus as defined in claim 6- further including a panticipant identifying indicator in series with each parallel circuit for indicating which parallel circuits are selected for connection to the enengy source.

8. Apparatus as defined in claim 6 further including means for interrupting the advance of the stepping switch in response to the operation of the timing device.

9. Apparatus as deiined in claim 6 further including means for automatically resetting the timing device for disconnecting the energy source from a selected parallel circuit a predetermined time interval after the connection is made.

References Cited in the le of this patent UNITED STATES PATENTS 2,310,084 Hooker et al. Feb. 2, 1943 2,679,398 Jameson May 25, 1954 2,795,774 Harris June 1l, 1957 2,812,182 Fiorino Nov. 5, 1957 2,902,283 Chaln Sept. 1, 1959 

1. AN ELECTRICALLY CONTROLLED GAME COMPRISING MEANS FOR CYCLICALLY AND SUCCESSIVELY ENERGIZING A GROUP OF NUMBER INDICATORS, MEANS FOR INDICATING WHICH OF THE GROUP OF NUMBERS HAS BEEN SELECTED BY PARTICIPANTS IN THE GAME, TIMING MEANS FOR INTERRUPTING THE CYCLICAL ENERGIZING OF THE GROUP OF NUMBERS AT TIMED INTERVALS, MEANS RESPONSIVE TO THE TIMING MEANS AND THE PARTICIPANT INDICATING MEANS FOR INDICATING A WINNER WHEN THE TIMING MEANS INTERRUPTS THE CYCLICAL MEANS ON A NUMBER WHICH HAS BEEN SELECTED BY A PARTICIPANT, AND MEANS FOR INCREASING THE TIMED INTERVAL PRODUCED BY THE TIMING MEANS IN RESPONSE TO AN INCREASE IN THE NUMBER OF PARTICIPANTS. 